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Side by Side Diff: nacltoons/data/res/loader.lua

Issue 15070003: [nacltoons] Add compound shapes. (Closed) Base URL: https://nativeclient-sdk.googlecode.com/svn/trunk/src
Patch Set: Created 7 years, 7 months ago
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1 -- Copyright (c) 2013 The Chromium Authors. All rights reserved. 1 -- Copyright (c) 2013 The Chromium Authors. All rights reserved.
2 -- Use of this source code is governed by a BSD-style license that can be 2 -- Use of this source code is governed by a BSD-style license that can be
3 -- found in the LICENSE file. 3 -- found in the LICENSE file.
4 4
5 -- Main entry points of the lua game engine. 5 -- Main entry points of the lua game engine.
6 -- Currently this file exposed 3 functions to the C++ code during 6 -- Currently this file exposed 3 functions to the C++ code during
7 -- startup: 7 -- startup:
8 -- - LoadGame (called my game_manager to load game.def) 8 -- - LoadGame (called my game_manager to load game.def)
9 -- - LoadLevel (called by level_layer to load a level) 9 -- - LoadLevel (called by level_layer to load a level)
10 -- 10 --
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166 local winsize = CCDirector:sharedDirector():getWinSize() 166 local winsize = CCDirector:sharedDirector():getWinSize()
167 local sprite = CCSprite:create(game_obj.assets.background_image) 167 local sprite = CCSprite:create(game_obj.assets.background_image)
168 sprite:setPosition(ccp(winsize.width/2, winsize.height/2)) 168 sprite:setPosition(ccp(winsize.width/2, winsize.height/2))
169 layer:addChild(sprite) 169 layer:addChild(sprite)
170 end 170 end
171 171
172 -- Load sprites 172 -- Load sprites
173 for _, sprite_def in ipairs(level_obj.sprites) do 173 for _, sprite_def in ipairs(level_obj.sprites) do
174 RegisterObjectDef(sprite_def) 174 RegisterObjectDef(sprite_def)
175 sprite_def.node = drawing.CreateSprite(sprite_def) 175 sprite_def.node = drawing.CreateSprite(sprite_def)
176 layer:addChild(sprite_def.node, 1, sprite_def.tag)
177 LoadScript(sprite_def) 176 LoadScript(sprite_def)
178 end 177 end
179 178
180 -- Load shapes 179 -- Load shapes
180 local function LoadShapes(shapes)
181 for _, shape_def in ipairs(shapes) do
182 if #shape_def > 0 then
183 LoadShapes(shape_def)
184 else
185 RegisterObjectDef(shape_def)
186 shape_def.node = drawing.CreateShape(shape_def)
187 LoadScript(shape_def)
188 end
189 end
190 end
191
181 if level_obj.shapes then 192 if level_obj.shapes then
182 for _, shape_def in ipairs(level_obj.shapes) do 193 LoadShapes(level_obj.shapes)
183 RegisterObjectDef(shape_def)
184 shape_def.node = drawing.CreateShape(shape_def)
185 LoadScript(shape_def)
186 end
187 end 194 end
188 195
189 -- Load custom level script 196 -- Load custom level script
190 level_obj.node = level_obj.layer 197 level_obj.node = level_obj.layer
191 LoadScript(level_obj) 198 LoadScript(level_obj)
192 199
193 if game_obj.script.Update then 200 if game_obj.script.Update then
194 level_obj.layer:scheduleUpdateWithPriorityLua(GameUpdate, 0) 201 level_obj.layer:scheduleUpdateWithPriorityLua(GameUpdate, 0)
195 end 202 end
196 203
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255 CallCollisionHandler(tag1, tag2, 'OnContactEnded') 262 CallCollisionHandler(tag1, tag2, 'OnContactEnded')
256 end 263 end
257 264
258 function StartLevel(level_number) 265 function StartLevel(level_number)
259 -- only call handlers if the objects in question have tags 266 -- only call handlers if the objects in question have tags
260 -- that are known to the currently running level 267 -- that are known to the currently running level
261 if game_obj.script.StartLevel then 268 if game_obj.script.StartLevel then
262 game_obj.script.StartLevel(level_number) 269 game_obj.script.StartLevel(level_number)
263 end 270 end
264 end 271 end
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